Added New Mods and Profiles Folders

This is a complete rebuild of the modpack, with all new mods and updates for 1.5.3 of Anomaly.
This commit is contained in:
2025-01-14 05:07:53 -05:00
parent 85c665b107
commit 376b4b9689
21217 changed files with 546254 additions and 0 deletions
@@ -0,0 +1,124 @@
;___________________________________________________________________________________________________________________
;___________________________________________________________________________________________________________________
;Анимации - свежевание
;Ножи - базовые параметры ah yes, of course
[item_ea_harv_useknife_animset]
anim_length = 2868
anim_sound = interface\item_usage\harvest_use
[item_ea_harv_useknife_animset_hud]
hands_position = -0.0055,-0.07, 0.36
hands_position_16x9 = -0.0055,-0.07, 0.36
anm_ea_show = skinning_knife, idle
;____Ножи
[item_ea_harv_wpn_knife]:item_ea_harv_useknife_animset
[item_ea_harv_wpn_knife_hud]:item_ea_harv_useknife_animset_hud
item_visual = anomaly_weapons\wpn_knife\wpn_knife_hud.ogf
[item_ea_harv_wpn_knife2_hud]:item_ea_harv_useknife_animset_hud
item_visual = anomaly_weapons\wpn_knife\wpn_knife_nr40_hud.ogf
[item_ea_harv_wpn_knife3_hud]:item_ea_harv_useknife_animset_hud
item_visual = anomaly_weapons\wpn_knife\wpn_knife_hunting_hud.ogf
[item_ea_harv_wpn_knife4_hud]:item_ea_harv_useknife_animset_hud
item_visual = anomaly_weapons\wpn_knife\wpn_knife_swat_hud.ogf
[item_ea_harv_wpn_knife5_hud]:item_ea_harv_useknife_animset_hud
item_visual = anomaly_weapons\wpn_knife\wpn_knife_combat_hud.ogf
[item_ea_harv_wpn_knife6_hud]:item_ea_harv_useknife_animset_hud
item_visual = dynamics\weapons\wpn_knife\wpn_knifebf4_hud.ogf
[item_ea_harv_wpn_knife7_hud]:item_ea_harv_useknife_animset_hud
item_visual = dynamics\weapons\wpn_knife\wpn_tactical_knife_hud.ogf
[item_ea_harv_wpn_knife8_hud]:item_ea_harv_useknife_animset_hud
item_visual = dynamics\weapons\wpn_knife\wpn_kukri_hud.ogf
[item_ea_harv_wpn_knife9_hud]:item_ea_harv_useknife_animset_hud
item_visual = dynamics\weapons\wpn_knife\wpn_tomahawk_hud.ogf
[item_ea_harv_wpn_axe3_hud]:item_ea_harv_useknife_animset_hud
item_visual = anomaly_weapons\wpn_sledge_hammer\wpn_sledge_hud.ogf
[item_ea_harv_wpn_axe2_hud]:item_ea_harv_useknife_animset_hud
item_visual = anomaly_weapons\wpn_shovel\wpn_shovel_sharp_hud.ogf
[item_ea_harv_wpn_axe_hud]:item_ea_harv_useknife_animset_hud
item_visual = anomaly_weapons\wpn_axe\wpn_axe_hud.ogf
[item_ea_harv_mmf_shovel_old_hud]:item_ea_harv_useknife_animset_hud
item_visual = anomaly_weapons\wpn_shovel\wpn_shovel_hud.ogf
[item_ea_harv_mmf_shovel_mili_hud]:item_ea_harv_useknife_animset_hud
item_visual = anomaly_weapons\wpn_shovel\wpn_shovel_mili_hud.ogf
;___________________________________________________________________________________________________________________
;___________________________________________________________________________________________________________________
;Анимации - сбор мяса в мешок
;Мясо_базовые параметры
[item_ea_harv_meat_animset_hud]
hands_position = -0.0055,-0.085, 0.32
hands_position_16x9 = -0.0055,-0.085, 0.32
item_visual = dynamics\weapons\wpn_eat\harvest\meat_1\wpn_harvest_meat_1_hud.ogf
anm_ea_show = harv_loot_hands, harvest_success_wpn_eat
;____Мясо
[item_ea_harv_meat_1_hud]:item_ea_harv_meat_animset_hud
item_visual = dynamics\weapons\wpn_eat\harvest\meat_1\wpn_harvest_meat_1_hud.ogf
test_motion_names = harv_loot_hands, harvest_success_wpn_eat
[item_ea_harv_meat_4_hud]:item_ea_harv_meat_animset_hud
item_visual = dynamics\weapons\wpn_eat\harvest\meat_1\wpn_harvest_meat_boar_hud.ogf
[item_ea_harv_meat_6_hud]:item_ea_harv_meat_animset_hud
item_visual = dynamics\weapons\wpn_eat\harvest\meat_1\wpn_harvest_meat_dog_hud.ogf
[item_ea_harv_meat_8_hud]:item_ea_harv_meat_animset_hud
item_visual = dynamics\weapons\wpn_eat\harvest\meat_1\wpn_harvest_meat_eye_hud.ogf
[item_ea_harv_meat_3_hud]:item_ea_harv_meat_animset_hud
item_visual = dynamics\weapons\wpn_eat\harvest\meat_1\wpn_harvest_meat_flesh_hud.ogf
[item_ea_harv_meat_9_hud]:item_ea_harv_meat_animset_hud
item_visual = dynamics\weapons\wpn_eat\harvest\meat_1\wpn_harvest_meat_himera_hud.ogf
[item_ea_harv_meat_2_hud]:item_ea_harv_meat_animset_hud
item_visual = dynamics\weapons\wpn_eat\harvest\meat_1\wpn_harvest_meat_hud.ogf
[item_ea_harv_meat_10_hud]:item_ea_harv_meat_animset_hud
item_visual = dynamics\weapons\wpn_eat\harvest\meat_1\wpn_harvest_meat_krovosos_hud.ogf
[item_ea_harv_meat_12_hud]:item_ea_harv_meat_animset_hud
item_visual = dynamics\weapons\wpn_eat\harvest\meat_1\wpn_harvest_meat_nose_hud.ogf
[item_ea_harv_meat_14_hud]:item_ea_harv_meat_animset_hud
item_visual = dynamics\weapons\wpn_eat\harvest\meat_1\wpn_harvest_meat_polter_hud.ogf
[item_ea_harv_meat_13_hud]:item_ea_harv_meat_animset_hud
item_visual = dynamics\weapons\wpn_eat\harvest\meat_1\wpn_harvest_meat_pseudodog_hud.ogf
[item_ea_harv_meat_5_hud]:item_ea_harv_meat_animset_hud
item_visual = dynamics\weapons\wpn_eat\harvest\meat_1\wpn_harvest_meat_snork_hud.ogf
[item_ea_harv_meat_7_hud]:item_ea_harv_meat_animset_hud
item_visual = dynamics\weapons\wpn_eat\harvest\meat_1\wpn_harvest_meat_tushkan_tail_hud.ogf
[item_ea_harv_meat_11_hud]:item_ea_harv_meat_animset_hud
item_visual = dynamics\weapons\wpn_eat\harvest\meat_1\wpn_harvest_meat_zombie_hud.ogf
@@ -0,0 +1,15 @@
[common_supplies] ; gets used if trader has no supply_level
wpn_axe = 1, 1
[supplies_1]:common_supplies
wpn_axe = 1, 1
[supplies_2]:supplies_1
[supplies_3]:supplies_2
[supplies_4]:supplies_3
[supplies_5]:supplies_4
@@ -0,0 +1,15 @@
[common_supplies] ; gets used if trader has no supply_level
wpn_axe = 1, 1
[supplies_1]:common_supplies
wpn_axe = 1, 1
[supplies_2]:supplies_1
[supplies_3]:supplies_2
[supplies_4]:supplies_3
[supplies_5]:supplies_4
@@ -0,0 +1,11 @@
[common_supplies] ; gets used if trader has no supply_level
[supplies_1]:common_supplies
[supplies_2]:supplies_1
[supplies_3]:supplies_2
[supplies_4]:supplies_3
[supplies_5]:supplies_4
@@ -0,0 +1,15 @@
[common_supplies] ; gets used if trader has no supply_level
wpn_axe = 1, 1
[supplies_1]:common_supplies
wpn_axe = 1, 1
[supplies_2]:supplies_1
[supplies_3]:supplies_2
[supplies_4]:supplies_3
[supplies_5]:supplies_4
@@ -0,0 +1,15 @@
[common_supplies] ; gets used if trader has no supply_level
wpn_axe = 1, 1
[supplies_1]:common_supplies
wpn_axe = 1, 1
[supplies_2]:supplies_1
[supplies_3]:supplies_2
[supplies_4]:supplies_3
[supplies_5]:supplies_4
@@ -0,0 +1,15 @@
[common_supplies] ; gets used if trader has no supply_level
wpn_axe = 1, 1
[supplies_1]:common_supplies
wpn_axe = 1, 1
[supplies_2]:supplies_1
[supplies_3]:supplies_2
[supplies_4]:supplies_3
[supplies_5]:supplies_4
@@ -0,0 +1,15 @@
[common_supplies] ; gets used if trader has no supply_level
wpn_axe = 1, 1
[supplies_1]:common_supplies
wpn_axe = 1, 1
[supplies_2]:supplies_1
[supplies_3]:supplies_2
[supplies_4]:supplies_3
[supplies_5]:supplies_4
@@ -0,0 +1,11 @@
[common_supplies] ; gets used if trader has no supply_level
[supplies_1]:common_supplies
[supplies_2]:supplies_1
[supplies_3]:supplies_2
[supplies_4]:supplies_3
[supplies_5]:supplies_4
@@ -0,0 +1,11 @@
[common_supplies] ; gets used if trader has no supply_level
[supplies_1]:common_supplies
[supplies_2]:supplies_1
[supplies_3]:supplies_2
[supplies_4]:supplies_3
[supplies_5]:supplies_4
@@ -0,0 +1,15 @@
[common_supplies] ; gets used if trader has no supply_level
wpn_axe = 1, 1
[supplies_1]:common_supplies
wpn_axe = 1, 1
[supplies_2]:supplies_1
[supplies_3]:supplies_2
[supplies_4]:supplies_3
[supplies_5]:supplies_4
@@ -0,0 +1,15 @@
[common_supplies] ; gets used if trader has no supply_level
wpn_axe = 1, 1
[supplies_1]:common_supplies
wpn_axe = 1, 1
[supplies_2]:supplies_1
[supplies_3]:supplies_2
[supplies_4]:supplies_3
[supplies_5]:supplies_4
@@ -0,0 +1,280 @@
;--------------------------------------------------------------------------------------------AXE---------------------
![wpn_axe]:!wpn_axe_sounds
visual = dynamics\weapons\heavy_melee\wpn_axe.ogf
hud_fov = 0.5
icons_texture = ui\heavy_melee_icons
description = st_axe2_descr
inv_grid_width = 4
inv_grid_height = 2
inv_grid_x = 4
inv_grid_y = 0
position = 0.07, 0.05, 0
orientation = 0, 90, -90
hit_power = 3.4
hit_power_2 = 3.1
hit_impulse = 13.5
hit_impulse_2 = 1.5
snd_draw = weapons\new_axe\heavy_draw
snd_holster = weapons\new_axe\heavy_holster
snd_shoot = $no_sound
snd_shoot1 = $no_sound
snd_shoot2 = $no_sound
;Sounds Handled In Scripts
scripted_snd_attack = weapons\new_axe\axe_swing, true
scripted_snd_attack_variant1 = weapons\new_axe\axe_swing_var1, true
scripted_snd_attack_variant2 = weapons\new_axe\axe_swing_var2, true
scripted_snd_attack2 = weapons\new_axe\heavy_overhead_swing, true
![wpn_axe_hud]
item_visual = anomaly_weapons\wpn_axe\wpn_axe_hud
item_position = 0, 0, 0
item_orientation = 0, 0, 0
hands_orientation = -0.5, 1, 10
hands_orientation_16x9 = -0.5, 1, 10
hands_position = -0.001529, -0.168825, 0.198185
hands_position_16x9 = -0.001529, -0.168825, 0.198185
lowered_hud_offset_pos = 0.150546, -0.440668, 0.134398
lowered_hud_offset_pos_16x9 = 0.150546, -0.440668, 0.134398
lowered_hud_offset_rot = -0.603039, -1.149442, -0.738433
lowered_hud_offset_rot_16x9 = -0.603039, -1.149442, -0.738433
anm_attack = barry_axe_light_hands
anm_attack2 = barry_axe_heavy_hands
anm_hide = barry_axe_holster_hands
anm_idle = barry_axe_idle_hands
anm_idle_aim = barry_axe_idle_hands
anm_idle_moving = barry_axe_walk_hands
anm_idle_sprint = barry_axe_sprint_hands
anm_show = barry_axe_draw_hands
anm_show_empty = barry_axe_draw_hands
anm_bore = barry_axe_inspect_hands
; Custom Animation Types Handled In Scripts
anm_attack_variant1 = barry_axe_light_hands_alt1
anm_attack_variant2 = barry_axe_light_hands_alt2
anm_1h_show = barry_axe_1h_draw_hands
; Transition/Intermediate Animations
anm_walk2sprint = barry_axe_transition_hands
anm_sprint2walk = barry_axe_transition_hands_alt
; Transition Definitions
ts_pattern_walk2sprint = .+, anm_idle_sprint, anm_walk2sprint, 1
ts_pattern_sprint2walk = anm_idle_sprint, ^anm_idle.*, anm_sprint2walk, 1
;------------------------------------------------------------------------------------------SHARP-SHOVEL-----------------------
![wpn_axe2]:!wpn_axe_sounds
visual = dynamics\weapons\heavy_melee\sharp_shovel.ogf
description = st_shovel_sharp_descr
inv_name = st_shovel_sharp
inv_name_short = st_shovel_sharp
icons_texture = ui\heavy_melee_icons
inv_grid_width = 4
inv_grid_height = 2
inv_grid_x = 0
inv_grid_y = 4
cost = 260
inv_weight = 1.54
position = -0.01, 0.6, 0.024
orientation = 0, 180, 0
hit_power = 6.4
hit_power_2 = 48
condition_queue_shot_dec = 15
condition_shot_dec = 15
repair_type = none
hud = wpn_axe2_hud
snd_draw = weapons\new_axe\heavy_draw
snd_holster = weapons\new_axe\heavy_holster
snd_shoot = $no_sound
snd_shoot1 = $no_sound
snd_shoot2 = $no_sound
;Sounds Handled In Scripts
scripted_snd_attack = weapons\new_axe\axe_swing, true
scripted_snd_attack_variant1 = weapons\new_axe\axe_swing_var1, true
scripted_snd_attack_variant2 = weapons\new_axe\axe_swing_var2, true
scripted_snd_attack2 = weapons\new_axe\heavy_overhead_swing, true
![wpn_axe2_hud]
item_visual = anomaly_weapons\wpn_shovel\wpn_shovel_sharp_hud
item_position = 0, 0, 0
item_orientation = 0, 0, 0
hands_orientation = -0.5, 1, 10
hands_orientation_16x9 = -0.5, 1, 10
hands_position = -0.001529, -0.168825, 0.198185
hands_position_16x9 = -0.001529, -0.168825, 0.198185
lowered_hud_offset_pos = 0.019067, -0.358889, 0.069541
lowered_hud_offset_pos_16x9 = 0.019067, -0.358889, 0.069541
lowered_hud_offset_rot = -0.892271, -0.538412, -0.263826
lowered_hud_offset_rot_16x9 = -0.892271, -0.538412, -0.263826
anm_attack = barry_shovel_light_hands
anm_attack2 = barry_shovel_heavy_hands
anm_hide = barry_shovel_holster_hands
anm_idle = barry_shovel_idle_hands
anm_idle_aim = barry_shovel_idle_hands
anm_idle_moving = barry_shovel_walk_hands
anm_idle_sprint = barry_shovel_sprint_hands
anm_show = barry_shovel_draw_hands
anm_show_empty = barry_shovel_draw_hands
anm_bore = barry_shovel_inspect_hands
; Custom Animation Types Handled In Scripts
anm_attack_variant1 = barry_shovel_light_hands_alt1
anm_attack_variant2 = barry_shovel_light_hands_alt2
anm_1h_show = barry_shovel_draw_1h_hands
; Transition/Intermediate Animations
anm_walk2sprint = none
anm_sprint2walk = none
; Transition Definitions
ts_pattern_walk2sprint = none
ts_pattern_sprint2walk = none
shell_bone = wpn_body
shell_point = 0, 0, 0
fire_bone = knife
fire_point = 0.004500, 0.062500, -0.178499
freelook_z_offset_mul = 0.9
;-------------------------------------------------------------------------------------SLEDGE-HAMMER----------------------------
![wpn_axe3]:!wpn_axe_sounds
visual = dynamics\weapons\heavy_melee\wpn_sledge.ogf
hud_fov = 0.5
description = st_sledge_hammer_descr
inv_name = st_sledge_hammer
inv_name_short = st_sledge_hammer
icons_texture = ui\heavy_melee_icons
inv_grid_width = 4
inv_grid_height = 2
inv_grid_x = 4
inv_grid_y = 2
hit_power = 3.4
hit_power_2 = 4.8
hit_impulse = 25.5
hit_impulse_2 = 1.5
position = -0.05, 0.1, 0.05
orientation = 0, 90, 0
snd_draw = weapons\new_axe\heavy_draw
snd_holster = weapons\new_axe\heavy_holster
snd_shoot = $no_sound
snd_shoot1 = $no_sound
snd_shoot2 = $no_sound
;Sounds Handled In Scripts
scripted_snd_attack = weapons\new_axe\axe_swing, true
scripted_snd_attack_variant1 = weapons\new_axe\axe_swing_var1, true
scripted_snd_attack_variant2 = weapons\new_axe\axe_swing_var2, true
scripted_snd_attack2 = weapons\new_axe\heavy_overhead_swing_sledge, true
![wpn_axe3_hud]
item_visual = anomaly_weapons\wpn_sledge_hammer\wpn_sledge_hud
item_position = 0, 0, 0
item_orientation = 0, 0, 0
hands_orientation = 6.3614, -4.82933, 9.645867
hands_orientation_16x9 = 6.3614, -4.82933, 9.645867
hands_position = 0.001152, -0.127219, 0.102892
hands_position_16x9 = 0.001152, -0.127219, 0.102892
lowered_hud_offset_pos = 0.155134, -0.378376, 0.095714
lowered_hud_offset_pos_16x9 = 0.155134, -0.378376, 0.095714
lowered_hud_offset_rot = -0.603039, -1.149442, -0.738433
lowered_hud_offset_rot_16x9 = -0.603039, -1.149442, -0.738433
anm_attack = barry_axe_light_hands
anm_attack2 = barry_axe_heavy_hands
anm_hide = barry_axe_holster_hands
anm_idle = barry_axe_idle_hands
anm_idle_aim = barry_axe_idle_hands
anm_idle_moving = barry_axe_walk_hands
anm_idle_sprint = barry_axe_sprint_hands
anm_show = barry_axe_draw_hands
anm_show_empty = barry_axe_draw_hands
anm_bore = barry_sledge_inspect_hands
; Custom Animation Types Handled In Scripts
anm_attack_variant1 = barry_axe_light_hands_alt1
anm_attack_variant2 = barry_axe_light_hands
anm_1h_show = barry_axe_1h_draw_hands
; Transition/Intermediate Animations
anm_walk2sprint = barry_axe_transition_hands
anm_sprint2walk = barry_axe_transition_hands_alt
; Transition Definitions
ts_pattern_walk2sprint = .+, anm_idle_sprint, anm_walk2sprint, 1
ts_pattern_sprint2walk = anm_idle_sprint, ^anm_idle.*, anm_sprint2walk, 1
;-----------------------------------------------------------------------------------OLD-SHOVEL---------------------------
![shovel_old]
icons_texture = ui\heavy_melee_icons
inv_grid_width = 4
inv_grid_height = 2
inv_grid_x = 0
inv_grid_y = 2
;-----------------------------------------------------------------------------------MILI-SHOVEL--------------------------
![shovel_mili]
visual = dynamics\equipments\trade\mili_shovel.ogf
icons_texture = ui\heavy_melee_icons
inv_grid_width = 4
inv_grid_height = 2
inv_grid_x = 0
inv_grid_y = 0
;---------------------------------------------------------------------------------MMF-OLD-SHOVEL---------------------------
[mmf_shovel_old]:wpn_axe2
visual = dynamics\equipments\trade\shovel.ogf
description = st_shovel_old_descr
inv_name = st_shovel_old
inv_name_short = st_shovel_old
icons_texture = ui\heavy_melee_icons
inv_grid_width = 4
inv_grid_height = 2
inv_grid_x = 0
inv_grid_y = 2
hit_power = 1.6
hit_power_2 = 0.525, 0.525, 0.525, 0.525
hit_power_critical_2 = 0.75, 0.75, 0.75, 0.75
hud = mmf_shovel_old_hud
[mmf_shovel_old_hud]:wpn_axe2_hud
item_visual = anomaly_weapons\wpn_shovel\wpn_shovel_hud
;---------------------------------------------------------------------------------MMF-MILI-SHOVEL--------------------------
[mmf_shovel_mili]:wpn_axe2
visual = dynamics\equipments\trade\mili_shovel.ogf
description = st_shovel_mili_descr
inv_name = st_shovel_mili
inv_name_short = st_shovel_mili
icons_texture = ui\heavy_melee_icons
inv_grid_width = 4
inv_grid_height = 2
inv_grid_x = 0
inv_grid_y = 0
hit_power = 1.6
hit_power_2 = 0.525, 0.525, 0.525, 0.525
hit_power_critical_2 = 0.75, 0.75, 0.75, 0.75
hud = mmf_shovel_mili_hud
[mmf_shovel_mili_hud]:wpn_axe2_hud
item_visual = anomaly_weapons\wpn_shovel\wpn_shovel_mili_hud
@@ -0,0 +1,21 @@
<?xml version="1.0" encoding="windows-1251"?>
<string_table>
<string id="ui_mcm_menu_aoldri_axe_sounds">
<text>Melee Hit Stop</text>
</string>
<string id="ui_mcm_aoldri_axe_sounds_title">
<text>Melee Slowmo on Death</text>
</string>
<string id="ui_mcm_aoldri_axe_sounds_resume_time">
<text>Slowdown Length</text>
</string>
<string id="ui_mcm_aoldri_axe_sounds_time_factor">
<text>Slowdown Time Factor (Affects Slowdown Length)</text>
</string>
</string_table>
@@ -0,0 +1,37 @@
<?xml version="1.0" encoding="windows-1251"?>
<string_table>
<string id="st_demonized_crafter">
<text>craft</text>
</string>
<string id="st_demonized_crafter_craft_success">
<text>Crafted</text>
</string>
<string id="st_demonized_crafter_craft_spent_items">
<text>Used items</text>
</string>
<string id="st_demonized_crafter_craft_fail">
<text>Failed to craft</text>
</string>
<string id="st_demonized_crafter_craft_possible_combinations">
<text>Possible combinations</text>
</string>
<string id="st_demonized_crafter_craft_or">
<text>OR</text>
</string>
<string id="st_demonized_crafter_craft_all">
<text>all</text>
</string>
<string id="st_demonized_crafter_craft_check_pda_news">
<text>Check recipes in PDA in "News" tab</text>
</string>
</string_table>
@@ -0,0 +1,29 @@
<?xml version="1.0" encoding="windows-1251"?>
<string_table>
<string id="st_shovel_sharp">
<text>Sharpened Shovel</text>
</string>
<string id="st_shovel_sharp_descr">
<text>A sharpened black metal shovel. Doesnt seem very durable but its certainly sharp. \n \n
%c[ui_gray_3]PROPERTIES:\n
%c[d_blue] • %c[ui_gray_2] Heavy Melee item\n</text>
</string>
<string id="st_sledge_hammer">
<text>Sledge Hammer</text>
</string>
<string id="st_sledge_hammer_descr">
<text>A blunt, heavy industrial sledge hammer. Once a tool used to contruct the buildings around us, now used to crush the heads of those squatting inside. \n \n
%c[ui_gray_3]PROPERTIES:\n
%c[d_blue] • %c[ui_gray_2] Heavy Melee item\n</text>
</string>
<string id="st_sharpen_shovel">
<text>Sharpen Shovel</text>
</string>
</string_table>
@@ -0,0 +1,29 @@
<string_table>
<string id="ui_mcm_melee_degrade_onhit_title">
<text>Melee Degrade Configuration</text>
</string>
<string id="ui_mcm_menu_melee_degrade_onhit">
<text>Melee Degrade On Hit</text>
</string>
<string id="ui_mcm_melee_degrade_onhit_axe_loss_mult">
<text>Axe Degrade Multiplier</text>
</string>
<string id="ui_mcm_melee_degrade_onhit_knife_loss_mult">
<text>Knife Degrade Multiplier</text>
</string>
<string id="ui_mcm_melee_degrade_onhit_geometry_loss_mult">
<text>Hard Surface Degrade Multiplier</text>
</string>
<string id="ui_mcm_melee_degrade_onhit_phys_loss_mult">
<text>Object Degrade Multiplier</text>
</string>
<string id="ui_mcm_melee_degrade_onhit_enemy_loss_mult">
<text>Enemy Degrade Multiplier</text>
</string>
<string id="ui_mcm_melee_degrade_onhit_light_loss_mult">
<text>Light Attack Degrade Multiplier</text>
</string>
<string id="ui_mcm_melee_degrade_onhit_heavy_loss_mult">
<text>Heavy Attack Degrade Multiplier</text>
</string>
</string_table>
@@ -0,0 +1,21 @@
<?xml version="1.0" encoding="windows-1251"?>
<string_table>
<string id="ui_mcm_menu_aoldri_axe_sounds">
<text>Óäàð â áëèæíåì áîþ Îñòàíîâèòü</text>
</string>
<string id="ui_mcm_aoldri_axe_sounds_title">
<text>Áëèæíèé áîé Çàìåäëåííîå äâèæåíèå íà ñìåðòü</text>
</string>
<string id="ui_mcm_aoldri_axe_sounds_resume_time">
<text>Ïðîäîëæèòåëüíîñòü çàìåäëåíèÿ</text>
</string>
<string id="ui_mcm_aoldri_axe_sounds_time_factor">
<text>Êîýôôèöèåíò âðåìåíè çàìåäëåíèÿ (âëèÿåò íà ïðîäîëæèòåëüíîñòü çàìåäëåíèÿ)</text>
</string>
</string_table>
@@ -0,0 +1,37 @@
<?xml version="1.0" encoding="windows-1251"?>
<string_table>
<string id="st_demonized_crafter">
<text>ñêðàôòèòü</text>
</string>
<string id="st_demonized_crafter_craft_success">
<text>Ñîçäàíî:</text>
</string>
<string id="st_demonized_crafter_craft_spent_items">
<text>Èñïîëüçîâàííûå ïðåäìåòû</text>
</string>
<string id="st_demonized_crafter_craft_fail">
<text>Íå óäàëîñü ñîçäàòü</text>
</string>
<string id="st_demonized_crafter_craft_possible_combinations">
<text>Âîçìîæíûå êîìáèíàöèè</text>
</string>
<string id="st_demonized_crafter_craft_or">
<text>ÈËÈ</text>
</string>
<string id="st_demonized_crafter_craft_all">
<text>âñå</text>
</string>
<string id="st_demonized_crafter_craft_check_pda_news">
<text>Ðåöåïòû êðàôòà â ÏÄÀ âî âêëàäêå "Íîâîñòè"</text>
</string>
</string_table>
@@ -0,0 +1,29 @@
<?xml version="1.0" encoding="windows-1251"?>
<string_table>
<string id="st_shovel_sharp">
<text>Çàòî÷åííàÿ ëîïàòà</text>
</string>
<string id="st_shovel_sharp_descr">
<text>Çàòî÷åííàÿ ëîïàòà èç ÷åðíîãî ìåòàëëà. Êàæåòñÿ íå î÷åíü ïðî÷íûì, íî îí îïðåäåëåííî îñòðûé. \n \n
%c[ui_gray_3]PROPERTIES:\n
%c[d_blue] • %c[ui_gray_2] Òÿæåëûé ïðåäìåò áëèæíåãî áîÿ\n</text>
</string>
<string id="st_sledge_hammer">
<text>Êóâàëäà</text>
</string>
<string id="st_sledge_hammer_descr">
<text>Òóïàÿ, òÿæåëàÿ ïðîìûøëåííàÿ êóâàëäà. Êîãäà-òî ýòîò èíñòðóìåíò èñïîëüçîâàëñÿ äëÿ âîçâåäåíèÿ çäàíèé âîêðóã íàñ, à òåïåðü èñïîëüçóåòñÿ äëÿ òîãî, ÷òîáû ðàçáèâàòü ãîëîâû òåì, êòî ñèäèò íà êîðòî÷êàõ âíóòðè. \n \n
%c[ui_gray_3]PROPERTIES:\n
%c[d_blue] • %c[ui_gray_2] Òÿæåëûé ïðåäìåò áëèæíåãî áîÿ\n</text>
</string>
<string id="st_sharpen_shovel">
<text>Çàòî÷èòü ëîïàòó</text>
</string>
</string_table>
@@ -0,0 +1,29 @@
<string_table>
<string id="ui_mcm_melee_degrade_onhit_title">
<text>Êîíôèãóðàöèÿ óõóäøåíèÿ â áëèæíåì áîþ</text>
</string>
<string id="ui_mcm_menu_melee_degrade_onhit">
<text>Ðóêîïàøíûé áîé Óõóäøàåòñÿ ïðè ïîïàäàíèè</text>
</string>
<string id="ui_mcm_melee_degrade_onhit_axe_loss_mult">
<text>Ìíîæèòåëü äåãðàäàöèè òîïîðà</text>
</string>
<string id="ui_mcm_melee_degrade_onhit_knife_loss_mult">
<text>Ìíîæèòåëü äåãðàäàöèè íîæà</text>
</string>
<string id="ui_mcm_melee_degrade_onhit_geometry_loss_mult">
<text>Ìíîæèòåëü äåãðàäàöèè òâåðäîé ïîâåðõíîñòè</text>
</string>
<string id="ui_mcm_melee_degrade_onhit_phys_loss_mult">
<text>Ìíîæèòåëü óõóäøåíèÿ ñîñòîÿíèÿ îáúåêòà</text>
</string>
<string id="ui_mcm_melee_degrade_onhit_enemy_loss_mult">
<text>Ìíîæèòåëü äåãðàäàöèè ïðîòèâíèêà</text>
</string>
<string id="ui_mcm_melee_degrade_onhit_light_loss_mult">
<text>Ìíîæèòåëü óõóäøåíèÿ ñâåòîâîé àòàêè</text>
</string>
<string id="ui_mcm_melee_degrade_onhit_heavy_loss_mult">
<text>Òÿæåëàÿ àòàêà Óõóäøàåò ìíîæèòåëü</text>
</string>
</string_table>
@@ -0,0 +1,6 @@
<w>
<file name = "ui\mmf_mcm_banners.dds">
<texture id = "degrade_mcm_banner" x="0" y="0" width="1024" height="67" />
<texture id = "hitstop_mcm_banner" x="0" y="70" width="1024" height="67" />
</file>
</w>